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The following is a work of fiction. Any resemblance to actual persons, living or dead, is coincidental and unintentional.
Welcome to this video. In this video we are going to have a discussion about a very common problem
and issue inside Substance Painter and it's like when we are in the middle of the texturing process
we have a change inside the model. It could be changing the shape, the model,
deleting some area, adding some area, changing the UV or this kind of stuff. So what we can do
to save the process that we take because we create some masks, depends on the model,
paint some mask or detail on the UV and what happened to them and what is the solution and
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what is the way that we could change the model.
and save our process and the work that we did. Okay so for this problem we should consider some
factor and pay attention to some details and we can do that inside Substance Painter. Okay so the
first scenario is like we are going to just reposition the model. For example for this part
I'm going to move the lead and bring it up. Okay so this is the first scenario.
We are just changing some element in the model. We're not removing anything, we are not adding
anything and we didn't touch the UV. Okay so it's like let's
add the model to the 3ds max and we just
for example detaching
this element in here and rename it to lead and now we have two model
and this is new with new name but as we discussed before the important thing
when we are using Substance Painter is the material name or the texture sets
name so if we keep the material on the model as same as before and we just
export the model the new model with new position
or new arrangement with the material which is exactly the same spelling
on the texture set that we have inside Substance Painter it's nothing so there is no problem
we can just re-import the model and everything is okay so let's go for the test I'm going to export
this model okay let's go to the export selected and in this address I'm going to save
this part version like part
just position or we can save it variation number one and let's save it
and press ok so we are done
right okay so let's go back to the Substance Painter and we have two methods for changing
model inside Substance Painter it's just like click and drag and release the new model inside
the viewport and you have the project configuration window and the model is
changed already you just need to press ok or you can go to the edit project configuration
and you have this window you can select the new file
okay this one yes open and now the normal format you can change the directx here to OpenGL but
it's not recommended you can import the camera if you forget
to exporting the camera with a fixed file. You can import it after creating the project
and you can use auto unwrap option and there is one option that it's necessary to be turned on
which is preserve a stroke position on the mesh. What does it mean? It means if you paint
something here on the model like this okay and the UV and the arrangement and the packing of the UV
in new model that you are going to load inside Painter it's changed. The Painter can help you
to keep the paint that you fixed on the UV island before match with the new UV arrangement.
So it's going to keep
your paint on the model and reposition the mask on the new UV. So by default we should
turn on this option. It's very useful. Okay, so let's go and press okay
and boom
nothing changed except the change that we create on the model and how we can solve this kind of
issue in here we can go to the shader and just turn on double-sided and yeah, perfect.
Okay, so this is scenario number one. Let's go for the scenario number two. Okay, for scenario number
Okay, for scenario number two, we are going to touch the UV.
So this is the variation number one and I'm going to change the UV arrangement and UV packing
for the variation number two and this is the new UV. Let's import this model to Substance Painter
and see what happened and what we can do about that. So let's load the pot version two in here
and now I just turned on the preserve stroke and let's press okay. So what's happened here?
Okay, the problem is related to the mesh maps. Okay, so in the mesh maps
we have the normal like that, the border space normal like that,
and the ID color like that, and it's not okay. So what we can do
we can go to the baking mode again and just press bake selected texture and just redo the bake mesh
again. So let's bake selected textures and see what happens after that.
And now let's go to the painting mode again and boom, everything is okay but
there is a line here and it's related to the detail line and we need
to reposition or just redo again this line. So let's change the position like
this. Okay, that's it. I'm going to duplicate
Hit Ctrl-D and let's change the blending mode to Linear Dodge and now
let's set
and like this, and done.
Okay, everything is like before, and yeah, we just change the UV of the model and
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re-imported again into Substance Painter, and we just redefine the mask we set on the UV.
That's it. So let's go for the third scenario. Okay, in this scenario we have a new model
that we are going to work on Substance Painter, and we can do two different ways
for importing this model inside Substance Painter and continue our way. The first one
is to use one texture set, okay, and for this scenario we need to add the same
material from this model to this model and after that we need to pack the UV
again and after that we need to bake again and we are ready to go. But for the
second way we can add a new material, for example, pot without
lead to this model and now we have two texture set and in new texture set we
just need to
assign the material for this new model. Okay, so
these three scenarios is the most common scenario that we are going to face when we are working
on Substance Painter. Any other scenario that could happen during the texturing part
it's part of this tree maybe a little condition is going to be changed
different time, different place, different method but this is the main solution that you can
have for replacing model inside Substance Painter. So let's go for the smart material
it's another way to preserve and save our work.
and reuse it again inside Substance Painter.
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